Results 91 to 100 of about 24,936 (309)
Abstract This review analyzed 241 scholarly articles published between 2010 and 2025 in information science venues to examine how affect shapes refugees' information behavior during forced migration and to identify additional contextual factors. It identifies seven affective dimensions: anxiety, shame and stigma, grief and loss, frustration, (mis)trust,
Maja Krtalić, Lilach Alon
wiley +1 more source
The effect of video games on teenagers’ behavior and performance: A cross-sectional study in Tehran
Background: The novelty of the present study was to interpret the relation of the videogame usage in teenagers’ behaviors and their performance in schools and distinctive environments.Methods: A total of 508 male and female teenage students were randomly
Elham Dirandeh +5 more
doaj +1 more source
Student participation in serious games design
Serious games can be defined simply as games with an educational intent. These games are regularly positioned within a curriculum as simple teaching agents and often lack meaningful participation from learners in their development.
Bates, MI
core
Developing serious games for cultural heritage: a state-of-the-art review [PDF]
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered.
McLoughlin, L. +12 more
core +1 more source
Prescribing competence: The pros and cons of different methods for assessment
Evaluating a medical graduate’s competence in rational prescribing is challenging. With the aim to guide and inspire teachers, this narrative review explores different methods that can be used to assess prescribing competence. Each method has its own advantages and disadvantages, and thus a mix of different assessment methods is needed throughout the ...
David J. Brinkman +3 more
wiley +1 more source
Prevalence of video gaming disorder in Saudi Arabia: a school-based national study
Background Video gaming is a popular leisure activity among adolescents. Those who play excessively are in danger of educational and social drawbacks and may become addicted to video gaming. Several published studies determined the prevalence of GD among
Amjad Alfaleh +4 more
doaj +1 more source
Abstract Aims To learn effectively, students need timely, specific, actionable feedback—known as formative feedback—on what and how well they are learning and on how to improve further. Providing effective feedback to help students learn pharmacology is a complex task.
Thomas Anthony Angelo
wiley +1 more source
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability
Tsung-Yen Chuang +2 more
doaj
Medical student attitudes toward video games and related new media technologies in medical education
Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks.
Kron Frederick W +3 more
doaj +1 more source

